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unity 监听导入资源

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发表于 2022-2-19 16:05 | 显示全部楼层 |阅读模式
监听资源导入接口(AssetPostprocessor),批量修改新增图片资源设置

public class ImportAsset : AssetPostprocessor

{

    /// <summary>

  /// 纹理导入之后调用

  /// </summary>

  static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)

  {

  }

   /// <summary>

  /// 纹理导入之前调用

  /// </summary>

  void OnPreprocessTexture()

  {

  }

  /// <summary>

  /// 音频资源导入完成之前调用

  /// </summary>

  private void OnPreprocessAudio()

  {

    AudioImporter _importer = (AudioImporter)assetImporter;

    _importer.preloadAudioData = true;

  }

  /// <summary>

  /// 从模型(.fbx,.mb文件等)导入动画之前调用

  /// </summary>

  private void OnPreprocessAnimation()

  {

    ModelImporter _importer = (ModelImporter)assetImporter;

  }

  /// <summary>

  /// 模型导入之前调用

  /// </summary>

  private void OnPreprocessModel()

  {

    ModelImporter _importer = (ModelImporter)assetImporter;

  }

  /// <summary>

  /// 音频资源导入完成之后调用

  /// </summary>

  /// <param name="clip"></param>

  private void OnPostprocessAudio(AudioClip clip)

  {

    Debug.Log("导入音频:" + clip.name);

    AudioImporter _importer = (AudioImporter)assetImporter;

  }

  /// <summary>

  /// 模型导入完成之后调用

  /// </summary>

  /// <param name="g"></param>

  private void OnPostprocessModel(GameObject g)

  {

    Debug.Log("导入模型:" + g.name);

  }

  /// <summary>

  /// 精灵的纹理导入完成之后调用

  /// </summary>

  /// <param name="texture"></param>

  /// <param name="sprites"></param>

  private void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)

  {

    Debug.Log("导入纹理:" + texture.name);

  }

}

下面是我实现的类,参考了网络上的文章

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

#if UNITY_ANDROID

using System;

using System.Collections.Generic;

using Unity.Notifications.Android;

using UnityEngine;

public class AndroidNotificationSender : MonoBehaviour

{

  private static bool _isInitialized;

  private static List<NotificationInfo> _notificationInfos;

  private static int _notificationId = 1;

  private static void Init()

  {

    if (_isInitialized)

      return;

    _notificationInfos = new List<NotificationInfo>();

    ResetNotificationChannel();

    var notificationGo = new GameObject("NotificationBehaviour").AddComponent<NotificationSender>();

    DontDestroyOnLoad(notificationGo);

    _isInitialized = true;

  }

  private static void ResetNotificationChannel()

  {

    _notificationId = 1;

    AndroidNotificationCenter.CancelAllNotifications();//清除上次注册的通知

    var channel = new AndroidNotificationChannel()

    {

      Id = "channel_id",

      Name = "Default Channel",

      Importance = Importance.High,

      Description = "Generic notifications",

      CanShowBadge = true,

      EnableLights = true,

      LockScreenVisibility = LockScreenVisibility.Public

    };

    AndroidNotificationCenter.RegisterNotificationChannel(channel);

  }

  protected static void ReSendNotification()

  {

    if (_isInitialized && _notificationInfos != null && _notificationInfos.Count > 0)

    {

      ResetNotificationChannel();

      for (var i = 0; i < _notificationInfos.Count; i++)

      {

        SendNotification(_notificationInfos);

      }

    }

  }

  public static void SendNotification(string title, string text, int day, int hour, int minute, int second, string smallIconId = null, string largeIconId = null)

  {

    Init();

    var notificationInfo = new NotificationInfo()

    {

      title = title,

      text = text,

      day = day,

      hour = hour,

      minute = minute,

      second = second,

      smallIcon = smallIconId,

      largeIcon = largeIconId

    };

    _notificationInfos.Add(notificationInfo);

    SendNotification(notificationInfo);

  }

  public static void SendRepeatNotification(string title,string text)

  {

    Init();

    DateTime now = DateTime.Now;

    AndroidNotification notification = new AndroidNotification

    {

      Title = title,

      Text = text,

      FireTime = new DateTime(now.Year, now.Month, now.Day, 12, 0, 0).AddDays(1),

      RepeatInterval = new TimeSpan(1, 0, 0, 0),

      IntentData = "{\"title\": \"Notification 1\", \"data\": \"200\"}",

      ShouldAutoCancel = true

    };

    AndroidNotificationCenter.SendNotification(notification, "channel_id");

  }

  private static void SendNotification(NotificationInfo notificationInfo)//string title, string text,DateTime time,string smallIconId=null,string largeIconId=null)

  {

    DateTime now = DateTime.Now;

    var time = NotificationSender.GetNotificationTime(notificationInfo);

    var notification = new AndroidNotification()

    {

      Title = notificationInfo.title,

      Text = notificationInfo.text,

      FireTime = time,

      SmallIcon = notificationInfo.smallIcon,

      LargeIcon = notificationInfo.largeIcon,

      Number = _notificationId

    };

    _notificationId++;

    AndroidNotificationCenter.SendNotification(notification, "channel_id");

  }

}

#endif

#if UNITY_IOS

using System;

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using Unity.Notifications.iOS;

public class iOSNotificationSender:MonoBehaviour

{

   private static bool _isInitialized = false;

   private static int _notificationId = 1;

   private static List<NotificationInfo> _notificationInfos;

  // Start is called before the first frame update

  private static void Init()

  {

    if(_isInitialized)

      return;

    _notificationInfos = new List<NotificationInfo>();

    ResetNotificationChannel();

    var notificationGo= new GameObject("NotificationBehaviour").AddComponent<NotificationSender>();

    DontDestroyOnLoad(notificationGo);

    _isInitialized = true;

  }

  private static void ResetNotificationChannel()

  {

    _notificationId = 1;

    iOSNotificationCenter.ApplicationBadge=0;

    iOSNotificationCenter.RemoveAllDeliveredNotifications();

    iOSNotificationCenter.RemoveAllScheduledNotifications();

  }

  protected static void ReSendNotification()

  {

    if (_isInitialized&&_notificationInfos!=null && _notificationInfos.Count > 0)

    {

      ResetNotificationChannel();

      for (var i = 0; i < _notificationInfos.Count; i++)

      {

        SendNotification(_notificationInfos);

      }

    }

  }

  public static void SendNotification(string title, string text,int day,int hour,int minute,int second ,string smallIconId=null,string largeIconId=null)

  {

    Init();

    var notificationInfo = new NotificationInfo()

    {

      title = title,

      text=text,

      day=day,

      hour = hour,

      minute = minute,

      second = second,

    };

    _notificationInfos.Add(notificationInfo);

    SendNotification(notificationInfo);

  }

  private static void SendNotification(NotificationInfo notificationInfo)//string title, string text,TimeSpan timeInterval)

  {

    var time = NotificationSender.GetNotificationTime(notificationInfo);

    var timeInterval =time.Subtract(DateTime.Now);

    var timeTrigger = new iOSNotificationTimeIntervalTrigger()

    {

      TimeInterval = new TimeSpan(timeInterval.Days, timeInterval.Hours, timeInterval.Minutes, timeInterval.Seconds),// timeInterval,

//      TimeInterval = new TimeSpan(0,0,0,5),// timeInterval,

      Repeats = false

    };

    var notification = new iOSNotification()

    {

      // You can optionally specify a custom identifier which can later be

      // used to cancel the notification, if you don't set one, a unique

      // string will be generated automatically.

      Identifier = "_notification_"+ _notificationId,

      Title = notificationInfo.title,

      Body = notificationInfo.text,

      Badge = _notificationId,

      ShowInForeground = true,

      ForegroundPresentationOption = (PresentationOption.Alert | PresentationOption.Sound | PresentationOption.Badge),

      CategoryIdentifier = "category_a",

      ThreadIdentifier = "thread1",

      Trigger = timeTrigger,

    };

    _notificationId++;

    iOSNotificationCenter.ScheduleNotification(notification);

  }

}

#endif

public class NotificationInfo

{

  public string title;

  public string text;

  public int day;

  public int hour;

  public int minute;

  public int second;

  public string smallIcon;

  public string largeIcon;

}

public class NotificationSender :

#if UNITY_ANDROID

  AndroidNotificationSender

#else

  iOSNotificationSender

#endif

{

  private void OnApplicationFocus(bool hasFocus)

  {

    if (hasFocus)

    {

      ReSendNotification();

      SendRepeatNotification(string.Empty, "Daily rewards can be claimed!");

    }

  }

  /// <summary>

  /// 得到注册通知的时间

  /// </summary>

  /// <returns></returns>

  public static DateTime GetNotificationTime(NotificationInfo notificationInfo)

  {

    var daySpan = new TimeSpan(notificationInfo.day, 0, 0, 0);

    var dateTime = new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day, notificationInfo.hour, notificationInfo.minute, notificationInfo.second);

    dateTime += daySpan;

    Debug.Log("RegisterNotification:" + dateTime);

    //if (dateTime.Hour >= 23)

    //{

    //  dateTime += new TimeSpan(9, 0, 0);

    //}

    //if (dateTime.Hour <= 8)

    //{

    //  dateTime += new TimeSpan(8 - dateTime.Hour, 0, 0);

    //}

    // Debug.Log("LinneaNotify 发出通知时间 : " + dateTime);

    return dateTime;

  }

}
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